I started using a plugin called DataStore Editor.
I'm trying to make it so my script adds a point every time someone buys this dev product. With the plugin I went to the DataStore, made a key, and made a table to set up for how many times someone has bought it. I'm not sure how to edit that part of the DataStore from a script.
My script:
local MarketplaceService = game:GetService("MarketplaceService")
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")
local purchaseHistoryStore = DataStoreService:GetDataStore("PurchaseHistory")
local productFunctions = {}
productFunctions[1010354831] = function(receipt, player)
wait(1)
--This is where I could add stuff if they bought it.
return true
end
local function processReceipt(receiptInfo)
local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId
local purchased = false
local success, errorMessage = pcall(function()
purchased = purchaseHistoryStore:GetAsync(playerProductKey)
end)
if success and purchased then
return Enum.ProductPurchaseDecision.PurchaseGranted
elseif not success then
error("Data store error:" .. errorMessage)
end
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if not player then
return Enum.ProductPurchaseDecision.NotProcessedYet
end
local handler = productFunctions[receiptInfo.ProductId]
local success, result = pcall(handler, receiptInfo, player)
if not success or not result then
warn("Error occurred while processing a product purchase")
print("\nProductId:", receiptInfo.ProductId)
print("\nPlayer:", player)
return Enum.ProductPurchaseDecision.NotProcessedYet
end
local success, errorMessage = pcall(function()
purchaseHistoryStore:SetAsync(playerProductKey, true)
end)
if not success then
error("Cannot save purchase data: " .. errorMessage)
end
return Enum.ProductPurchaseDecision.PurchaseGranted
end
MarketplaceService.ProcessReceipt = processReceipt
